Showing posts with label mentoring. Show all posts
Showing posts with label mentoring. Show all posts

Sunday, January 21, 2018

I Wish I Was A Little Bit Taller : Level Scaling in World of Warcraft

World of Warcraft has always had the reputation of being an easy game but all things are relative. Back in 2004 the wider gaming public, if they thought about MMORPGs at all, considered the genre to be so appallingly slow and grindy that few outside the niche cared to waste time there. WoW changed all that - at a cost.

The journey began with a revelation: you could level up by wandering the world like the Littlest Hobo, blowing into town after town, righting wrongs and solving mysteries. Out went hiding in a corner, chain-killing trash mobs by the tens of thousands, praying you didn't get run over by a train; in came questing 'til your fingers bled while generally debasing yourself before NPCs with punctuation marks for hats.

Over the years the format refined itself into oblivion. By the time a decade or so had passed we had soloists in Heirloom gear one-shotting Elites and tanks pulling entire dungeons while the healer watched Netflix on another screen. Or so they tell me. I only know from hearsay. I missed both the sublime and the ridiculous.

My time in WoW was straight down the middle. The concept of the "quest hub" was already old hat and leveling by doing endless tasks for NPCs too lazy to walk to the corner of the street had become the norm in most MMOs.  There were already murmurs of discontent.

Conversely, I didn't stick around in Azeroth long enough to see it slide into self-parody. I turned up somewhere in the middle of Wrath of the Lich King and left before whatever came next. While I was there the leveling game felt solid enough; occasionally it may even have run a little slow.


But then, I was playing my first character, or at least my first collective of first characters. I never leveled anyone high  enough to benefit from heirlooms and when I returned, off and on, I mostly pottered around the starting zones on a free account.

Eventually even that proved no protection against out-of-control power creep. By the second decade of the 21st century even the very lowest levels were showing the strain. The moment any character I played left the extended tutorial of their racial starting instance it became apparent that "challenge" wasn't what the leveling game was about any more.

Last year Blizzard must have decided the situation was unsustainable. The population had migrated into the canopy of a bloated endgame, the final, meaningful ten levels of the current expansion perched precariously atop the etiolated and rotting trunks of every abandoned expansion and associated "endgame" that came before.

Eying, no doubt, the apparent success other MMOs, particularly Elder Scrolls Online and Guild Wars 2, in keeping much of their older content permanently in play, the decision was made to do something similar for Azeroth. Or to it. The practicalities were ironed out in the Legion expansion, where for the first time it was possible to have the mobs match you level for level, regardless what order you chose to progress through the zones on offer.



That must have gone well because this week that process was rolled out across the game.  As the patch notes to update 7.3.5 put it, it's now A Scaling World:
"Every zone in Kalimdor, Eastern Kingdoms, Outland, Northrend, Pandaria, and Draenor now use the level scaling system introduced in Legion. This new scaling system greatly increases the amount of options you have when deciding where to quest and when to move on to the next zone."
 And for good measure:
"All corresponding dungeons and the rewards therein now scale as well."
I logged in to take a look at this brave new world. There's only so much you can tell when your highest available character is locked at level 20 by the contingencies of not paying a subscription but the difference was immediately apparent all the same.

Waking up in a comfortable dwarven cottage outside Ironforge, the first thing I noticed was that everything in the Dun Morogh foothills conned even or thereabouts. All those leopards and boars in the forest, every elemental around the lake, the whole lot of them. From memory those would normally have been around level eight or nine. Now they came at me in the late teens.

And come at me they did. This formerly safe area for a mighty level twenty was suddenly somewhere I needed to be on my guard while traveling. Not merely because of the inconvenience of being attacked when I would previously have gone unmolested but because every one of these creatures is now capable of putting up a fight.


I wouldn't go so far as to say I was in any real danger but it didn't take me long to realize that if I wanted to get anywhere in a hurry I'd have to avoid drawing agro. True, it only took three or four arrows to bring down a wolf or a boar but every battle whittled a bit off my health or chipped the paintwork on my mechanical rabbit and if there's one way that WoW still feels old school it's in how long it takes to get your health back.

A quick visit to the forums showed reaction to be mixed. There are clearly two factions in play: those who like leveling and found the situation over the last few years unbearable and those who were more than happy to be able to one-shot their way to any content that they needed. I have sympathy for both sides.

I love leveling. In any MMORPG where I stick around for a while I level up anything from two or three to twenty or thirty characters. I've complained before about how the sheer speed of leveling in WoW sucks a lot of the entertainment out of the lower levels and I'm very pleased indeed to see that rectified.

On the other hand, it is very possible to have too much of a good thing. The reason I never hit the level cap in WoW on my first run through was that after several months, which is how long it took me to get into the 70s, I was fed up of running errands for NPCs.


According to many angry comments on the forum, questing is now the only viable means of leveling a character other than by buying a $60 level boost in the cash shop (which is exactly what most of those commenters believe is the reason behind Blizzard's changes). Dungeon xp is reported to have been nerfed through the floor, although whether by an actual change to the amount rewarded or simply by the hugely increased difficulty that comes with the scaling effect is a matter of conjecture.

Again by report, quests that require the killing of Elite mobs or the completion of content flagged for groups now actually require a group to complete. Which would be fine if there were groups to be had, but the complaint is that nothing has changed, or is likely to change, about the paucity of population in the leveling game. Content that could happily be soloed last week is now likely to go untouched, or so is the fear.

As an interested but largely uninvolved observer I can afford to sit back and watch how this develops. At worst it will enhance my low-level pottering. I already feel the urge to make a new character and try it out. I have to say, though, that if Daybreak decided to do something like this to EQ or EQ2 I would be incandescent with rage. i am very much not a fan of any "one size fits all" solution to problems that may not even be perceived as problems by everyone.

EQ2 currently enjoys the best of several worlds when it comes to older content. If there are specific quests you need to finish you can keep your own level, blitz through grey cons, getting no agro and one-shotting everything. I prefer to quest that way. The oft-repeated mantra that outleveling a zone means you can never complete the quests there seems completely paradoxical to me. Questing is more fun when you can concentrate on the plot and the dialog and forget about the fighting.


If you disagree with that opinion you're free to mentor down to whatever level gives you the challenge you feel most suits your tastes. If you want to help a friend who's leveling up you can mentor to them or if you want to solo you can visit the Chronomancer and self-mentor.

Mentored characters are more powerful than characters of the "real" equivalent level but if you want to be a real purist as you level you can level-lock your character whenever you feel you might be about to outgrow content you haven't finished. Call or dismiss in your Mercenary for even more granularity.

There are so many ways and means and styles to leveling in EQ2 that I feel spoiled for any other system. I would always opt for a toggle that puts the choice in the hands of the player but that isn't how Blizzard rolls.

I feel this particular change will take a while to shake out. Stargrace already reports changes to the way it affects old raid content. I'm looking forward to reading more bloggers' impressions, like Bhelgast's and Atherne's. For now, I would say my own impression is broadly favorable but I really don't have the perspective to make a meaningful judgment. Maybe when I finally get around to reactivating my account to play through Legion.

It's a big change, though, that's for sure.

Tuesday, September 6, 2016

That's Exquisite! : EQ2

Something odd happened. I was taking the newly ninety-fived Inquisitor for her first mentored-down circuit of Chelsith (still pound for pound the fastest, if not the most thrilling, xp ride I know). I've been on this merry-go-round so often I could... something something amusing metaphor.

Sorry - Chelsith does that to a person. Anyway, I was killing the nameds one by one and each time an Exquisite Chest dropped.

EQ2 has an ascending sequence of increasingly ornate chests whose degree of ornamentation indicates the attractiveness and value of the contents. It's a concept that's widely used in MMOs but EQ2 was the first place I ever saw it.


In fact, I was there in beta when a patch replaced body-looting, familiar from EverQuest, with the intrusive, alien and utterly immersion-breaking ker-plunk of a wooden box popping into existence from...where, exactly? I sent some blistering negative feedback and waited for another patch to revert the idiocy. Like Diana Ross, I'm still waiting.

The long years have trained me to salivate when I see rusted metal. Or at least to feign excitement. It's not like anything that drops in Chelsith is going to be any use to me. Still, Fabled pink retains a little luster and Masters do sell, sometimes.

As I continued my gallop around the circuit, knocking down fishmen and scooping up the loot, two things became apparent. Firstly, every named was up. That is unusual. The big water worms are triggered and always available but all the Yah`Lei bossfish have placeholders and there's always one or two on a smoke break.

Not this time. Okay, can happen.Thing two, though? Not so much.

Every single named in the zone dropped an Exquisite Chest. I have literally never seen that happen. Not even close. About half way round I began to anticipate each kill, expecting a regular Ornate but no, the Exquistes kept dropping all the way round and back to the beginning.

I ended up with no fewer than four Fabled chest pieces, two sets of legs and possibly the best-named Fabled Footwear ever. Plus a club and a selection of jewellery. If I had a level 80 he'd be made - for a few levels at least.

Just when I thought it couldn't get any further over the top, on the very last named - two Exquisite Chests! One from the boss and another from some random grunt. If this was real life I'd be looking around for the hidden camera. Or running out to buy a lottery ticket.


It even occurred to me that maybe there was some special bonus loot deal bundled in with the Labor Day xp (that being the reason I was trundling round Chelsith in the first place) but no - I went and checked and nothing.

So, freak alignment of the rng planets or what? I'm not going around again to check and not just because I'm on Lockout.

It certainly brightened up what could have been a desultory trip. And the Inquisitor dinged 96 and made a good dent in the level. Overall this has been a profitable weekend in Norrath, both flavors of which were enjoying a rain of bonus xp. I didn't play that much but as well as a doing a full level on the EQ2 Inquisitor the Magician over on EQ added nearly 50% onto level 92. Might not sound much but if you solo in either game you'll know different.


I also noticed a couple of oddities about being hoicked all the way from nowhere to 95. DBG cover most of the bases but they forgot about Status. When I went to Chrono down for Chelsith I couldn't pay the Status bill. Fortunately I had a bunch of stuff in my bags to sell for status so it wasn't a problem but you do have to know to do that.

On the plus side, everything everywhere gives you AA, every other mob you kill starts a Lore and Legend or a Language quest and every shiny you spot goes straight into your collection bag. It's like the game loves you. Enjoy it while it lasts.

That'll probably be it for a while. We're promised bonus events all the way down to the Expansion and treats spoil your appetite for regular food. They do taste good, though.

Exquisite, even.

Monday, December 19, 2011

One Man Army. Cor! : EQ2

There are several super-hero MMOs. I played in the CoH beta which seems like a hundred years ago now. Then there's Champions Online, which I played for a whole weekend when it went F2P. And DCUO, of course. Still playing there once in a while.

If I really want to be a superhero, though, I don't go to any of those.  I fire up EQ2, log in a high-level character and head to the Chronomages.
    
Can't we at least get a counter?
Ah, the Chronomages! Just who are these mysterious men in robes? They appeared out of nowhere one day and set up shop in the great cities, offering a new and wonderful service. Before they appeared, if you wanted to lower your level you had to find an actual person who was already the level you wanted to be and actually group with them in the actual place you wanted to adventure! I know! How primitive was that?!

The Chronomages know a better way. It's taken them a lifetime to master, but they have acquired the magic of time and it's powerful. They'll tell you that much if you ask nicely. They aren't so lippy about why they've chosen to use this powerful magic to start a dockside novelty goods business but everyone's got to earn a living and quilted robes don't come cheap.

Build a collection your whole family will envy
For the nominal fee of 5 gold pieces (and a hundred status points, which you can acquire by killing the odd goblin or small verminous animal on behalf of the authorities) the Chronomages will reduce you to any level lower than where you are now, providing it ends in a zero or a five. They're pernickety that way. It's a mage thing.

They seem to think they are sending you back in time, what with the whole chrono vibe they have going on, but it's more like they condense you until you become as hard as a diamond. You keep all your gear and abilities, all your AAs, everything. Only now it's supposed to have been scaled down.

Actual Level 30
90 mentored 30
The numbers are smaller, it's true. But in many, most of the places where the numbers go an actual character of that level might have no numbers at all. The upshot is a level 90 mentored to level 30 isn't just a superhero, he's Superman. And there's no Kryptonite on Norrath.  As a mentored-down level 90 you can pull several rooms full of goblins in a level 30 dungeon and sort your bags while you riposte them to death. Or you could just fire a few AEs and finish them off in seconds.Chance of you getting hurt? Zero.

I'm in there somewhere
I'm not complaining about this. Far from it. It's a whole lot of fun and extremely useful for farming all kinds of things. Provided the player is sensitive to the circumstances of other people trying to use open dungeons or better yet restricts his superheroing to instances, then it's a perfectly acceptable part of EQ2 play. Chronomagic as it currently features should definitely stay in the game for soloists. What it isn't any use at all for, though, is grouping with other people.

Yes, your level 80 character can nominally drop to the right level to group with your friend who just started and wants to go to Fallen Gate for the first time. Just so he doesn't expect to do anything. He doesn't even get to play Robin to your Batman. That would at least be an adventure. No, he gets to be Jimmy Olsen to your Superman. The most he can do is take some photos and try not to get killed by flying golem parts. Oh, and pick up the loot. Always need someone along for that.

Stand back and leave it to me
EQ2 needs a proper mentoring system. One where you can drop to the effective level of your partners, not just the numerical. And voila, here comes Age of Discovery to offer us something that does allow players of wildly differing levels to play together on exactly equal terms: the Dungeon Maker. It's also far from ideal, but at least it's a move in the right direction.

Turn him over, he's almost done
With the coming of the Age of Discovery a level 90 in full raid gear can group with a level 5 on his first morning if they choose to do a player-made dungeon together. As soon as they zone in they will each be level 50. They'll have a range of custom avatars to choose from, each of which has four abilities. Takes about ten seconds to work out who does what and off you go. But you aren't you and that's going to be a problem long-term.

The Dungeon Maker is a great addition to the game and has huge potential, some of which you can already see being fulfilled, but it's still not a way to group your character in a meaningful way with your friend's much lower character. That's a nut that still needs to be cracked.

More on the Dungeon Maker next time.
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